Clayton Dorge

Clayton Dorge

I read every word of Christopher Alexander’s opus, A Pattern Language so you don’t have to. It’s intimidating to read the whole book (1,100+ pages) while learning the 253 patterns he describes. So, I started a Twitter handle to help me learn by posting about one pattern each day.

A Pattern Language

Here, I collected all 253 Patterns in one list to easily reference. Receive a simple PDF version via email below!

List of Patterns:

Patterns 1- 94 = Towns

Patterns 95 - 204 = Buildings

Patterns 205 - 253 = Construction

Patterns 1- 94 = Towns

What must be built gradually piece by piece with small individual acts in order to fit within larger global patterns.

  1. Independent Regions - Metropolitan regions will not come to balance until each one is small and autonomous enough to to be an independent sphere of culture.

Independent Regions

  1. The Distribution of Towns - If the pop. of a region is weighted too far toward small villages, modern civilization can never emerge; If the pop. is weighted too far toward big cities, the earth will go to ruin b/c the pop. isn’t where it needs to be, to take care of it.

The Distribution of Towns

  1. City Country Fingers - Continuous sprawling urbanization destroys life, and makes cities unbearable. But the sheer size of cities is also valuable and potent.

City Country Fingers

  1. Agricultural Valleys - Keep town and city development along the hilltops and hillsides. In the valleys, be a steward of the land and embrace basic ecological responsibilities.

Agricultural Valleys

  1. Lace of Country Streets - Where city and country meet, place country roads at least a mile apart, so they enclose squares of countryside and farmland. Keep the housing in rows or clusters along the roads, with the working land behind them.

Lace of Country Streets

  1. Country Towns - A collection of smaller country towns support the larger towns and cities of the region. Each smaller town should build a base of local industry to be self-sustainable. They can’t just be dorms for people who work in other places.

Country Towns

  1. The Countryside - The large open areas between towns are needed to maintain balance of the region. Farms, when treated as private property, rob the people of their natural biological heritage - the countryside they came from.

The Countryside

  1. Mosaic of Subcultures - A great variety of human groups and subcultures co-existing is crucial for a city to live. Create a mosaic of small and different subcultures, each with its own space, and the power to create its own distinct life style.

Mosaic of Subcultures

  1. Scattered Work - Work and Living zones should be distributed among each other; avoid concentrated zones of either. People can meet for lunch, children can be aware, and workers can run home easily. Separation reinforces that work is a toil, and only family life is “living.”

Scattered Work

  1. Magic of the City - The magic in the specialization of human effort happens where it’s most concentrated. Only the lucky or rich enough get to live with easy access to it. Put the magic within reach of everyone in a metro area.

Magic of the City

  1. Local Transport Areas - Short local trips should be slow and inconvenient for cars, encouraging alternate forms of transport (foot, bike, mopeds, etc.). Cars are great for long trips but draw people 10x further away from each other and their environment, harming social life.

Local Transport Areas

  1. Community of 7,000 - Individuals lose their effective voice in communities larger than 10k people. Organize government to give local control in groups of 5k-10k. Use natural or historical boundaries as often as possible to mark these communities.

Community of 7,000

  1. Subculture Boundary - Different cultures should live directly next to each other (#8), but they have their own character. Physical boundaries must separate the cultures (natural or man-made) to live at their full potential. Include shared meeting spaces that touch both.

[Subculture Boundary](Subculture Boundary)

  1. Identifiable Neighborhood - People need to belong to a distinct area in the city they can identify. Encourage local groups to organize themselves and form these neighborhoods. Major roads through a neighborhood wild destroy it.

Identifiable Neighborhood

  1. Neighborhood Boundary - Form a boundary by cutting the normal number of streets in half or closing down streets to through traffic. If the boundary is too weak the neighborhood will lose its own character.

Neighborhood Boundary

  1. Web of Public Transportation - Each public transportation mode must be well connected, which happens if the agencies in charge have incentives to integrate with each other. Primary focus should be on interchanges, where they all connect. Next, focus on the specific lines.

Web of Public Transportation

  1. Ring Roads - Place high speed roads in a way that they do not damage communities or countryside. Each area should have at least one side not bounded by a high speed road. Neighborhoods must be protected from the noise of high speed roads.

Ring Roads

  1. Network of Learning - Creative individuals grow up in societies which emphasize learning over teaching. Education happens from decentralized urban design. Living and learning spaces are scattered about. People of all backgrounds offer a class in what they know and love.

Network of Learning

  1. Web of Shopping - Shops of a specific service should be placed in the biggest gap of existing shops where: 1. There are potential customers 2. Away from similar shops 3. Near other shops that customers already will be seeking.

Web of Shopping

  1. Mini-Buses - Public transportation should be able to take someone from any point to any other point in a metro area. Mini-buses (up to 6 people) can assist with the final stretch of this service.

Mini-Buses

  1. Four-story Limit - High buildings make people crazy and offer no real advantages. They are not cheaper, do not create open space, destroy the townscape, destroy social life, promote crime,are expensive to maintain, and damage the light, air, and view in a city.

Four-story Limit

  1. Nine Per Cent Parking - When more than 9% of the land is devoted to parking, the environment is destroyed. The more parking cities provide, the more difficult it is to maintain many of these patterns; especially those dealing with the local transport areas.

Nine Per Cent Parking

  1. Parallel Roads - A system of parallel and alternating one-way roads will carry traffic to the Ring Roads for fast and long-distance traveling. This improves congestion in city centers and decreases the number of cars where children play and people walk.

Parallel Roads

  1. Sacred Sites - The special places that come to symbolize an area (natural or historic landmarks) are essential and should be protected. These sites help maintain individuals' spiritual roots and connect them to their past.

Sacred Sites

  1. Access to Water - People have a desire to be near bodies of water, but the very act of large groups moving toward them can destroy the water. Treat the natural bodies of water with great respect. Dense communities should be directly next to the water at infrequent spots.

Access to Water

  1. Life Cycle - The full cycle of life should be represented in each community. Include a balance of people at every stage of life from infants to the elderly.

Life Cycle

  1. Men and Women - Each environment must have a balance of male and female to reflect both the masculine and feminine sides of life. Keep this balance in any project at every scale.

Men and Women

  1. Eccentric Nucleus - To create a coherent pattern of densities, place the high density centers of towns/communities at the boundaries between subcultures.

Eccentric Nucleus

  1. Density Rings - Once the nucleus of a community is clearly placed - define rings of decreasing local housing density around this nucleus. People want to be close to services for convenience yet far away for quiet. This is the balance to try and find.

Density Rings

  1. Activity Nodes - Community facilities should be concentrated together. Identify where the action seems to concentrate. Layout paths to bring as many of them through these spots as possible. Pedestrian movement in the community should pass through these nodes too.

Activity Nodes

  1. Promenade - Each subculture needs a center for its public life, where you go to see people and to be seen. The beauty of the promenade = people with a shared way of life gathering together; confirming their community.

Promenade

  1. Shopping Street - Shopping centers depend on access: they need to be near traffic arteries yet also need quiet, comfort, and convenience to be utilized and attractive.

Shopping Street

  1. Night Life - Places that stay open at night need to be clustered together in order to create any night life scene. Well-lit, safe, and lively places draw all the people out at night to the same few spots.

Night Life

  1. Interchange - Interchanges allow a public transportation system to sustain itself. They need to be extremely convenient to use. Steady users keep it going, but interchanges allow infrequent users access and ease when they need.

Interchange

  1. Household Mix - People should be able to find and see face to face people in every stage of life; it allows us to feel our way through life. Encourage a mix of household types in every neighborhood so that one-person homes, couples & families with children are side by side.

Household Mix

  1. Degree of Publicness - People are different. Some want to live where the action is, others want more isolation. Each living area should provide space for 3 kinds of housing options - public, private, and in-between.

Degree of Publicness

  1. House Cluster - Arrange houses in rough, but identifiable clusters around shared land and paths. Place them so that anyone can walk through without feeling like a trespasser Common land shared by a cluster of 8-12 houses physically knits the group together.

House Cluster

  1. Row Houses - Typical row houses are dark inside and lack variety from one to the next. By making them long and thin along paths, it leaves room for variations to let light in. Place houses along pedestrian paths and give each house a long frontage and a shallow depth.

Row Houses

  1. Housing Hill - The most central and desirable areas in town will have demand that increases the house density by 3-4x. For these areas apts. are impersonal, build a hill of houses with stepped terraces, sloping southward, a central stair, and leading to a common garden.

Housing Hill

  1. Old People Everywhere - Old people need old people. They also need the young, and young people need contact with the old. The very young keep the old engaged and the old teach the young

Old People Everywhere

  1. Work Community - If you spend a similar amount of your day at work and home, your workplace should be a community of its own. Including a collection of smaller clusters, courtyards, and common areas with shops and food.

Work Community

  1. Industrial Ribbon - Place industry at the boundaries between communities, where people nearby can benefit from the offshoots of what’s being manufactured. Zoning laws separate industry from urban life completely to create an unrealistic facade of sheltered residential areas.

Industrial Ribbon

  1. University as a Marketplace - Concentrated universities, with closed admissions and strict guidelines for who may teach a course, kill opportunities for learning. Marketplaces of ideas, all over town, allow people to shop for the ideas and learning which make sense to them.

University as a Marketplace

  1. Local Town Hall - Each community should have its own physical town hall to govern its local politics. Place the hall near the busiest intersection. Include areas for public discussion, public services, and space to rent out for one-off projects.

Local Town Hall

  1. Necklace of Community Projects - The local town hall will be a part of the community if it’s surrounded by all kinds of small projects, generated for the people it serves. Lease nearby spaces for political work, research and advocate groups for minimum rent.

Necklace of Community Projects

  1. Market of Many Shops - Establish marketplaces, each made of smaller shops that are autonomous and specialized. Simple structure of roof, columns to define aisles, and basic services. Modern supermarkets have bland food and provide no joy when you go in.

Market of Many Shops

  1. Health Center - Network Health Centers with small and independent teams to treat everyday disease (mental and physical). Emphasize health, not sickness Must be decentralized, close to people’s everyday activities, and encourage people in practices that lead to health.

Health Center

  1. Housing in Between - Build houses into the fabric of shops, schools, and public services. This retains even nonresidential areas as “lived-in.” When residential and nonresidential areas have a sharp separation, the nonresidential will turn to slums.

Housing in Between

  1. Looped Local Roads - Looped roads make it impossible for cars that don’t have a destination on it to use as a shortcut. These are a way to avoid fast traffic going by homes. The looped roads should be narrow and will not be busy.

Looped Local Roads

  1. T Junctions - Accidents are much less common where traffic crosses two roads at a three-way T junction compared to four-way intersections. Make the junctions as close to 90 degrees as possible.

T Junctions

  1. Green Streets - Plant grass all over local roads that are closed to through traffic. Use paving stones for the wheels of cars. This creates a street so pleasant that it attracts activity to it. Concrete and hot asphalt have a terrible effect on the local environment.

Green Streets

  1. Network of Paths and Cars - Lay out pedestrian paths at right angles to roads, so they begin to form a 2nd, distinct network. This is for medium to high traffic density areas. At low densities they can be combined (see #51.)

Network of Paths and Cars

  1. Main Getaways - Boundaries between parts in a town are usually just in people’s minds but it’s better if they are physical as well. Gateways can be many things - a literal gate, a bridge, a narrow passage, or an avenue of trees.

Main Getaways

  1. Road Crossing - Cars can scare people away from walking near roads even if places that people have the legal right-of-way. Narrow the road where the pedestrian path is, raise the path, put in islanders between driving lanes, and add a canopy to keep the path visible to cars.

Road Crossing

  1. Raised Walk - Pedestrian paths near fast-moving roads should be ~18 inches above the road, on only one side of the road, include a low wall or railing to mark the edge, and twice as wide as a normal sidewalk.

Raised Walk

  1. Bike Paths and Racks - Bikes are cheap, healthy and great for the environment, but the environment is not made with them in mind. There needs to be paths designated for bikes - marked clearly, run on the sunny side of local roads and come within 100 ft of every building.

Bike Paths and Racks

  1. Children in the City - Children need to explore the world around them and learn to become adults; yet cities are too dangerous for kids to explore freely. Make parts of the bike network extra safe, with no cars or major road crossing. Homes and shops to keep eyes on the path.

Children in the City

  1. Carnival - There is a need for socially sanctioned activities; which are the social, outward expression of dreaming. These experiences allow people to reveal their madness and unleash these desires without being destructive.

Carnival

  1. Quiet Backs - People need quiet natural spaces to refresh themselves after working around noise and people during the day. Buildings in busy areas should have a quiet area behind them with enough space to walk, and far enough from the building so that it gets full sunlight.

Quiet Backs

  1. Accessible Garden - People need green open spaces. Scatter them so they are close to every house workplace, ideally less 3 minutes away. This is usually where parks fall short, they are large and widely spread out through the city.

Accessible Garden

  1. Small Public Squares - Every town needs a square, yet too large and they feel deserted. Build them smaller than you think. The short side (width) should be < 70 ft. across, ideally 45-60 ft. ~70 ft is the max distance people can see facial expressions and easily communicate.

Small Public Squares

  1. High Places - The instinct to climb up to a higher place and look down to survey your world is fundamental in humans. Make the high points in a city landmarks. Can be natural topography or the highest roofs, but they should include a physical climb to reach the top.

High Places

  1. Dancing in the Street - All over the earth people once danced in the streets as a form of joy. This has died in technically sophisticated parts of the world. Place a raised bandstand in pockets of activity, cover it and have paved surfaces nearby for dancing.

Dancing in the Street

  1. Pools and Streams - We are made of water and water plays a large role in our psychology. In order to have the daily access to water that we need, all forms of it (rainwater, streams, reservoirs, etc.) should be exposed and preserved.

Pools and Streams

  1. Birth Places - Childbirth is a family event that is a natural part of the community. It shouldn't be treated as a sickness from which to recover from. Build local places where women go to have children. Educate fathers and provide midwives for support at these places.

Birth Places

  1. Holy Ground - Birth, puberty, marriage, and death are fundamental human rites. When they are treated with power and respect, they are given a physical place to act as a needed gateway.

Holy Ground

  1. Common Land - This space has 2 main functions. 1. Allows people to feel comfortable outside and 2. provides a meeting ground for activities that clusters of houses naturally share. 25% of the land in house clusters should be common use, without cars primarily using the space.

Common Land

  1. Connected Play - Children need other children as much as their own mothers for healthy development. Common land, paths, gardens, and bridges that are connected away from traffic should be established as play space for kids.

Connected Play

  1. Public Outdoor Room - Make a part of the common land an outdoor room. Partly enclosed, some roof, columns, few walls, and place it within view of homes and workplaces. People passing through and who live nearby will finish it with whatever they feel is missing.

Public Outdoor Room

  1. Grave Sites - The presence of the dead interspersed with the living is a daily reminder to encourage people to live. Avoid massive cemeteries. Use small pieces of land throughout the community as grave sites, all with an edge, path, or quiet corner where people can sit.

Grave Sites

  1. Still Water - People should have the ability to swim daily and access pools or ponds within minutes. The entrance should be on the shallow side and gradually get deeper Natural edges (1-2 inches deep to start) have kept kids safe alongside oceans, rivers, and lakes forever.

Still Water

  1. Local Sports - The human body wears down when it's not used. A natural way to get people using their bodies more is integrating local sports as part of each neighborhood. Make the action visible, inviting passers-by to join in.

Local Sports

  1. Adventure Playground - Play is crucial, especially for children; providing:

Adventure Playground

  • a chance to be together
  • a chance to be together
  • use their bodies
  • use their bodies
  • build muscles
  • build muscles
  • test new skills
  • test new skills
  • stretch their imagination. Set up a space full of raw materials where children can build their own playgrounds.
  • stretch their imagination.

Set up a space full of raw materials where children can build their own playgrounds.

  1. Animals - Access to animals in a city is just as important as trees, parks, grass, and flowers. They may play a vital role in children's emotional development and ability to connect with other people, friends, and family members.

Animals

  1. The Family - A nuclear family doesn't work. It's important that a household has ~ a dozen people around them, to find comfort and relationships that sustain them during ups and downs. Humans used to have extended family (~ 3 generations) living as a loosely-knit household.

The Family

  1. House for a Small Family - To balance the clean and quiet of adult needs with the toys and disarray of children, a small house needs three distinct areas.

House for a Small Family

  1. Couple's realm

Couple's realm

  1. Children's realm

Children's realm

  1. Common area connected to both (1) and (2)
  1. House for a Couple - When a house is shared by just two people, the most pressing problem to address is allowing each to have enough opportunity for solitude and privacy when needed. Create a house with both shared and private spaces.

House for a Couple

  1. House for One Person - The most critical issue is a need for simplicity. Every item in the house is placed for the simplest necessity and should support the person’s life directly. Ideally one central space, with nooks small alcoves around it.

House for One Person

  1. Your Own Home - People will not feel genuinely comfortable in a place that they rent. It's important to provide everyone ownership of control over their house and have a space for a garden or terrace. They need the power and opportunity to modify and repair their own place.

Your Own Home

  1. Self-governing Workshops and Offices - People enjoy their work when they can understand the big picture and feel responsible for the group’s success. Work is instrumental to living and feeling fulfilled in a community. Work teams should be small and focused.

Self-governing Workshops and Offices

  1. Small Services without Red Tape - When public service departments get too large they lose their human qualities, which leads them to break. If they are “fixed” with red tape, they become more bureaucratic, politicized, and inefficient.

Small Services without Red Tape

  1. Office Connections - If teams are placed more than one floor apart in a work space, there will be almost no communication between the two. Figure out the nuisance distance and coordinate teams to remain below this threshold.

Office Connections

  1. Master and Apprentice - The most powerful, effective, and simple way to learn is to help someone who really knows what they are doing. Work and learning go hand in hand. A workspace should be divided into clusters, where masters and apprentices can work and meet together.

Master and Apprentice

  1. Teen-Age Society - The passage between childhood and adulthood needs to contain time for teenagers to explore the adult world, step back, and then explore again. Teenagers need a space to take on and learn the responsibility and discipline that’s found in the adult world.

Teen-Age Society

  1. Shopfront Schools - Children have a need to learn by doing and make their mark on the community. This is an opportunity to teach basic skills and build habits of learning they can use for the rest of their lives. Kids 7-12 should learn in tiny independent. schools.

Shopfront Schools

  1. Children’s Home - A place kids can stay for an hour or a week, different than baby-sitting. A space where they are safe and looked after with a full range of social activities that introduce them to society and expose them to adults and children of other ages.

Children’s Home

  1. Individually Owned Shops - Small, individually-owned shops keep the wealth generated by a community in the hands of that community. Large, absentee-owned shops become bland, less personal, and make it harder for smaller shops to survive.

Individually Owned Shops

  1. Street Cafe - These cafes and their terraces provide a place to sit, relax, watch a large volume of people pass by and be very public in each neighborhood. The special quality being that a person can sit for hours! There is not a pace to keep up with or pressure to leave.

Street Cafe

  1. Corner Grocery - The stores are generators of walks. When you want to grab eggs and also feel like a walk, they entice you to get out and accomplish both. Developers think people don't want to walk to local stores; this is wrong.

Corner Grocery

  1. Beer Hall - A public place where strangers and friends can gather as buddies to imbibe, sing, shout, relax, be open, and let go of sorrows. Combine this with a variety of activities (darts, dancing, a fire, etc.) Bars alone can become landing spots for the lonely.

Beer Hall

  1. Traveler’s Inn - Even for a stranger passing through a new place, there is a need for stories, adventures, and encounters with others in a community. Unlike a motel, make an Inn for travelers to draw energy from communal spaces and meals. Keep the scale of the Inn small.

Traveler’s Inn

  1. Bus Stop - These spaces should form tiny centers for public life. Interweave them with newsstands, maps, outdoor shelters, seats, coffee shops, etc. They are dreary when set independently with nothing for people to experience while waiting.

Bus Stop

  1. Food Stands - The best food stands are operated by their owner. The same people prepare and sell the food based on their own ideas and recipes. Place them where cars and paths meet. They are not hidden, but out in the open. The more they smell, the better.

Food Stands

  1. Sleeping in Public - Communities feel safe when you can lay down to rest in public places that are comfortable and semi-sheltered. It's natural to nap in public. Homeless people sleeping on public benches feels like loitering because there are very few places to lie down.

Sleeping in Public

I send a monthly letter to fellow curious people with project updates, what I’m writing, reading, and thinking about. It's my effort to digest and make sense of both what I consume each month and what's on my mind.

Get my 📫 Side Notes letter here. 👇

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Patterns 95 - 204 = Buildings

What is under the control of individuals or small groups, capable of building entire patterns at once. These patterns give actual 3D shape to buildings.

  1. Building Complex - A building comes alive when it is made up of smaller parts which work cohesively together. A large monolithic building is impersonal and undifferentiated, which prevents the people inside from being personal with one another.

Building Complex

  1. Number of Stories - Buildings should allow at least 50% of the ground area of any constructed spaces to remain open. Don't let the height of buildings vary too much. Adjacent buildings should especially be roughly the same height.

Number of Stories

  1. Shielded Parking - Place large parking lots and garages behind some kind of natural wall so that cars and the structure cannot be seen from outside. No one wants to walk by or see a dead building, which is what a parking structure becomes.

Shielded Parking

  1. Circulation Realms - Large buildings should be laid out to pass through different areas (realms), each marked by gateways that get smaller and smaller. Realms should be easily named, so it’s easy to direct someone where to go by describing the realm and gateway to seek.

Circulation Realms

  1. Main Building - "A complex of buildings with no center is like a man without a head." Decide which building is most essential and create it with a central position and higher roof to designate its importance.

Main Building

  1. Pedestrian Street - People "rubbing shoulders" in public forms an important social glue. Build streets with:

Pedestrian Street

  1. No cars, except for deliveries and essential cars.
  1. Buildings along the street where most circulation happens outside (few indoors staircases, lobbies, etc.)
  1. Building Thoroughfare - Colder climates or high densities may force public circulation indoors. In these cases, build an indoor "street" that is nearly continuous with the outdoor street and acts as a shortcut. Line the edges with windows, places to sit, and food stands.

Building Thoroughfare

  1. Family of Entrances - A complex of multiple buildings can be confusing to someone arriving. Make the entrances for each individual building bold and easy to see, ideally marked by a similar kind of sign or doorway.

Family of Entrances

  1. Small Parking Lots - Large parking lots take over the landscape and create unpleasant places in and around them. Even when parked cars take up less than 9% of the land in a community, they should be spaced out in order to avoid a vast parking lot.

Small Parking Lots

  1. Site Repair - Building new spaces is a chance to improve upon less pleasant areas. We want to build only in the best areas, this is wrong. Areas that are already healthy and beautiful should be left alone. Our energy for building should be used in areas that need it most.

Site Repair

  1. South Facing Outdoors - Open spaces get used when they are sunny. Place buildings to the north of their outdoor spaces and avoid large shade areas that separate them from the sunny area. In desert climates, people will use spaces that have a balance of sun and shade.

South Facing Outdoors

  1. Positive Outdoor Space - People feel more comfortable in a space which is partly enclosed, especially in smaller outdoor spaces such as gardens, parks, and plazas. This is seen when a person looks for a place to sit outdoors, they look for a tree or natural covering.

Positive Outdoor Space

  1. Wings of Light - The presence of natural light is essential when deciding their shape. The way to achieve light on two sides is by building long and narrow wings. Wings should correspond with the social groups inside the building.

Wings of Light

  1. Connected Buildings - In a society where buildings lean against each other physically, people are forced to confront their neighbors, solve issues that arise, and learn to healthily adapt to others. Related to people - we don't stand alone and exist independently.

Connected Buildings

  1. Long Thin House - The shape of a building effects privacy and overcrowding which determines how comfortable people feel. For small buildings, string the rooms out so the distance between them is as far as it can be, either horizontally or vertically.

Long Thin House

  1. Main Entrance - Placement of the main entrance is critical to controls the layout and evolution of the building. People approaching from main avenues should see the entrance as soon as they see the building itself. It should contain a bold, visible shape that stands out.

Main Entrance

  1. Half-Hidden Garden - Gardens too close to the street feel too exposed and won't be used. If a garden is fully in the back of a house it's too far away will feel too isolated. A garden needs some privacy while keeping some connection to access the street and the entrance.

Half-Hidden Garden

  1. Entrance Transition - The experience of entering a building influences the way you feel inside. If there is no transition, it will feel abrupt and as if there is no arrival. Transitions can be changes of light, sound, direction, surface, level, or a gateway to pass under.

Entrance Transition

  1. Car Connection - The shortest route from a parked car into the house should be the main entrance. Make the space connecting the house and car a positive space - supporting the experience of coming and going. The car space should also be taken seriously and made beautiful.

Car Connection

  1. Hierarchy of Open Space - Outdoors, people will try to find a spot where their backs are protected and they can look out toward a larger opening. People feel comfortable in these spaces. A natural back should be in the smaller space. Here’s an example from a private garden

Hierarchy of Open Space

  1. Courtyards Which Live - Place courtyards so have some view out of them to a larger open space. Ideally they are partly open to the activity that surrounds the building, yet still private. Multiple doors from the building should open into to it, creating natural paths through.

Courtyards Which Live

  1. Cascade of Roofs - The largest and most significant gathering places should have the highest ceilings and be in the middle of the whole building because they are the social centers of activities. Smaller groups, individual rooms, and alcoves naturally fall around the edges.

Cascade of Roofs

  1. Sheltering Roof - When a roof is hidden, its presence isn’t felt around the building and people will lack a fundamental sense of shelter. Make a vault of the roof so that its entire surface is visible, bringing the eaves down low where people pause, such as entrances.

Sheltering Roof

  1. Roof Garden - Make at least one small roof garden in every building to take advantage of the sun and open air. They can be used for planting, sitting, and sleeping outside. It should be possible to walk directly out to the roof garden directly from some lived-in part.

Roof Garden

  1. Arcades - Arcades are covered walkways at the edge of buildings - partly inside and outside. Use arcades to connect buildings and allow people to walk from place to place under the cover. They create friendly invitations for people to interact with buildings.

Arcades

  1. Paths and Goals - Paths must be compatible with walking. Ideally they are straight or gently curving between goals. Ordinary things outdoors can all be goals - trees, fountains, entrances, seats, statues, swings, or outdoor rooms.

Paths and Goals

  1. Path Shape - Make a bulge in the middle of a path with narrower ends. This will create a place for people to stay in to meander and not just pass through.

Path Shape

  1. Building Fronts - Creating buildings to be set-back from the street has discouraged social interaction in the streets. Instead, place buildings right up to paths and streets and let them take on uneven angles to accommodate the shape of the street.

Building Fronts

  1. Pedestrian Density - The number of square feet per person gives a general estimate of the liveliness of a space. These exact numbers are subjective but at 150 sq. ft./person, an area is lively. If more than 500 sq. ft./person, an area begins to feel dead.

Pedestrian Density

  1. Activity Pockets - People naturally gather around a square’s edge. If the edge fails, then the space doesn’t become lively. Fill the edges with pockets of activity. These can include arcades, seats, sitting walls, columns, trellises, outdoor rooms, cafes, food stands, etc.

Activity Pockets

  1. Stair Seats - When there is action in a place, the most inviting spots are high enough to provide a vantage point, yet low enough to feel in the action. Make them accessible from below so that people may gather, sit, and watch what’s going on.

Stair Seats

  1. Something Roughly in the Middle - A public space should contain something to stand in its middle, otherwise it will likely remain empty. A fountains, tree, statue, clocktower, or bandstand all work. Place it where the paths come together, not exactly in the middle.

Something Roughly in the Middle

  1. Intimacy Gradient - Lay out the space in a building to create a sequence that corresponds to the degrees of privateness. Begin with the entrance and the most public parts, eventually leading to the most private domains.

Intimacy Gradient

  1. Indoor Sunlight - The most important rooms in a building should be placed along the south edge. A house is bright and cheerful when the right rooms are facing south. Sun shining into a room has one of the greatest effects on its feeling. *written for the Northern Hemisphere

Indoor Sunlight

  1. Common Areas at the Heart - All social groups' survival depends on constant informal contact between its members. Place a single common area for members to frequently pass by, tangentially. They can easily pop in to see what's going on if they want or keep going past.

Common Areas at the Heart

  1. Entrance Room - Create a room to enter through, both inside and outside of the building. This space is used for basic arrival and goodbye tendencies. People want to see who’s at the door, provide shelter, space to take off shoes and coats, and somewhere to place things.

Entrance Room

  1. The Flow Through Rooms - When possible, use public and common rooms for movement and gathering rather than corridors or passages. Allow for circulation from room to room to pass in wide, circular loops with views of fires and windows.

The Flow Through Rooms

  1. Short Passages - Create passages to be like rooms, with carpets or wood floors, furniture, book shelves,